Automobilista 2 v1.5.5.2 Introduces Less Forgiving Tires, All-In DLC Pass

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Reiza Studios has deployed a small update to introduce Automobilista 2 v1.5.5.2 – and with it, another refinement to its tire model, as well as a new option for those who want all DLC for the sim.

Image credit (3): Reiza Studios

The recent batch of updates have seen Automobilista 2 make big strides while also releasing exciting content. The Formula HiTech classes are a first for first-party sim racing content, and the first part of the Endurance Pack laid the groundwork for modern endurance racing featuring LMDh and GT3 cars.

Now, a relatively minor update introduces notable changes to select cars. Automobilista 2 v1.5.5.2 most notably sees tire tread adjustments for select cars, making them less forgiving on the edge of grip. This should adress a common issue some playes have with AMS2, feeling that the slip curves were too generous.

Reiza Founder and Lead Developer Renato Simioni explained the thought behind the update on the studio’s forums. “It is true that AMS2 tires have historically allowed for too high angles to be sustained a little too long – that issue has been reduced to a minimal if not quite completely eliminiated with v1.5 and the subsequent refinements, the latest of which just deployed with v1.5.5.2. To the extent the issue persists on some tires we’ll continue trying to iron them out, after all, the point of the exercise is to simulate reality.

Automobilista 2 v1.5.5.2: Cars With Tire Tread Adjustments​

Slick​

  • LMDh
  • F-Hitech Gen 1 & 2
  • F-V12
  • GT1
  • GTE
  • GT3 Gen 1 & 2
  • GT4
  • G55 Cup
  • GT5
  • G40 Cup
  • StockV8 (all seasons)
  • Super V8
  • DPi
  • P1 Gen 1 & 2
  • Group C
  • F-Reiza
  • F-Ultimate Gen 2
  • F-USA Gen 1-3 & 2023 (speedway compound)

Wet​

  • F-Classic (all gens)
  • F-HiTech Gen 1 & 2
  • F-V12
  • F-V10 Gen 1 & 2
  • F-Reiza
  • F-Ultimate 2019 & Gen 2
  • F-USA (all gens)
  • F-3
  • F-Inter
  • F-Trainer
  • LMDh
  • DPi
  • P1
  • P2
  • P3
  • P4
  • GTE
  • GT3
  • GT4

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Simioni also addresses the classic “more challenging to drive equals more realistic” argument that keeps popping up in discussions from time to time. “A problem here is that many sim racers have been conditiond to believe race cars on modern slicks don’t allow for any sliding at all, are never subject to turn-in oversteer so long as the car is neutral and are incapable to sustain a powerslide for longer than half a second.

Even if we completely eradicate that slightly forgiving plateau at the top of the slip curve in AMS2, they’ll always be a little thrown off by its handling because their perception have been skewed.” Reiza’s CEO also makes it a point to note that his words should not be taken in a “we are right, you are wrong” kind of way: “This isn’t to detract from valid criticisms of our own tire modelling – we wouldn’t keep adjusting it if we felt everything was dandy.

Given the inherent imperfections of all tire models, there’s always going to be a degree of subjectiveness as to what flaws our brains are better able to translate. Personally, I’d rather drive AMS2 with tires from even two years ago because it’s just more organic, but I totally see why others would prefer something that felt more like a train on rails that has to be driven carefully not to derail.

Automobilista 2 All-Inclusive DLC Pass​

As the DLC Season Pass will not see any new packs added to it (save for the Racin’ USA bonus pack, which does not have a release date yet), a new option for anyone wanting all current and future content for AMS2 will be introduced. This will cover any existing DLC at the time of purchase.

Two versions of this All-Inclusive DLC Pass will be available. One is geared to those who already own the Season Pass, the other at thosw who own the Premium Track Pack and Premium Expansion Pack, offering a lower price. Both will offer a 15% discount to new content. New users can grab either version.

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Automobilista 2 v1.5.5.2: Further Additions & Fixes​

Furthermore, the new update comes with several small fixes. The recently-introduced functional LED flag panels are now also featured at more tracks than just Le Mans and Montreal. Joining the roster are Kansai (Suzuka), Interlagos, Hockenheim and Monza.

Find the full patch notes below!

Automobilista 2 v1.5.5.2 Changelog​

UI & HUD
  • Fixed Automatic Clutch input bind label being inconsistently named in different states

PHYSICS
  • Minor slick tread adjustments for LMDh, F-HiTech Gen2, F-V12, GT1, GTE, GT3 (both gens) GT4, G55 Cup, GT5, G40 Cup, StockV8 (all seasons), Super v8, LMDh, Cadillac DPi, P1 (both gens), Group C, F-Reiza, F-Ultimate Gen2, F-USA Gen1-3 & 2023 (speedway compound)
  • Minor wet tire tread adjustments for F-Classics, F-HiTechs, F-V12, F-V10s, F-Reiza, F-Ultimates, F-USAs, F-3, F-Inter, F-Trainers, LMDh, DPi, P1, P2, P3, P4, GTE, GT3, GT4 classes
  • Adjusted baseline pressure for GT3 Gen2 and LMDh to account for the removal of tire warming blankets (setup reset recommended)
  • LMDh: Slightly increased brake torque
  • Added medium compound option for F-HiTech Gen2
  • McLaren 720s Evo: Increased the max bumpstop/packer range to 4cm from 1cm

AI
  • Adjusted distance AI cars look ahead for slower lapped traffic & added new parameter for faster cars to see even further ahead
  • Slightly increased avoid ratios for AI in lower aggression ranges
  • AI line redos for Cascais, Fontana Speedway, Montreal Historic 1991, Le mans Bugatti, Kansai East & West
  • Further adjustments to AI rates for lateral movements & distance thresholds for passing routines to kick in
  • Increased fuel threshold for AI to decide to pit for fuel on a long track for Endurance cars (LMDh, Cadillac DPi, P1 (both gens), GTE, GT3 (both gens)
  • Bumped up AI skill spread on ovals to the same level of main road course variants to minimise excessive pack racing on ovals
  • Adjusted AI tire wear degradation for all F-USA classes
  • AI calibration pass for GTE & LMdh, DPi, P1s
  • AI wet performance calibration pass for F-Classic Gen4, F-Hitech Gen1&2, F-V12, F-V10 Gen1&2, F-Reiza, F-Ultimate Gen1&2

TRACKS
  • LeMans: Additional 3D marshals; Fixed visible gaps in the track near Porsche curve; Adjusted armco lod switching near Mulsanne: Added more of the remaining trackside objects; Adjusted an abnormal bump in the runoff near the Arnage exit curb; Fixed issue where tirewall objects might not be rendered in some external cameras; Adjusted track cameras in Bugatti layout to remove obscured views
  • Added LED flag panels to Kansai, Interlagos, Hockenheim & Monza
  • Fixed safety car parking location for Kansai & Hockenheim
  • Nurburgring 1971: Fixed the misalignment and added collision to the Continental Podium barriers in the paddock
  • Jerez 1988: Fixed body parts lod behavior on some 3D animated actors

VEHICLES
  • Fixed car exterior rain effects oscillating between dry and wet
  • Mercedes AMG GT3 Evo: fixed inverted cockpit banner
  • GTE: Added luminescent number panels BMW M8 GTE: updated display, improved cockpit lights, windshield banner added
  • BMW M8 GTE: Updated display & improved cockpit lights; Added windshield banner
  • F-HiTech G2M2: Fixed cockpit windscreen and mirrors double mesh issues

What are your thoughts on Automobilista 2 v1.5.5.2? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Premium
Call me a philosopher, but my take on this is somewhat different.

I didn't spend a fortune on equipment, I use a belt driven wheel with a 3d-printed H shifter and a set of spikey potentiometer driven pedals.
I drive on a 22" screen and an Oculus CV1 with one pretty visible bad pixel.
A cheap wheel stand and a scrapyard seat mounted on a plywood.

But maan, when I fire up rF2, I just transport myself to another dimension.
I don't mind the graphics, I don't mind the UI, I don't care about the fraud bankrupt company.
The AI is the best I have ever seen, if we neglect the mercenaries from Far Cry 1.

I will never get tired of it, and I will forever be grateful for what I have.
Live is very, very short, and it can end in a beat.

As for AMS2, it's a decent simcade title, and I dig that, and I totally respect everybody else who dig that.
How do you define a simcade title out of interest?
 
How do you define a simcade title out of interest?


Realtime dynamics for me.

Like everyone went on about puddles when introduced in sims.

However pretty as they are none of them are dynamic.
Water does not splash out and drain back in.
Tyres don't cool on any sim, rF2 included.

When puddles first came about as some sort of revelation I asked the question.
" Will these puddles be dynamic or canned"

" Oh the puddles will get bigger and smaller " LOL

no no no that is not what I asked all those years ago and still no answer was forth coming. I mean right just ignore the obvious. :coffee:
 
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Premium
Realtime dynamics for me.

Like everyone went on about puddles when introduced in sims.

However pretty as they are none of them are dynamic.
Water does not splash out and drain back in.
Tyres don't cool on any sim, rF2 included.

When puddles first came about as some sort of revelation I asked the question.
" Will these puddles be dynamic or canned"

" Oh the puddles will get bigger and smaller " LOL

no no no that is not what I asked all those years ago and still no answer was forth coming. I mean right just ignore the obvious. :coffee:
So all games are “simcade” essentially due to the level of puddle simulation not being up to scratch. Glad we’ve sorted that out then.
 
I don't understand those who say that reiza has been wrong so far. Every sim is developed further and every dev will then claim that it's the best version of their product yet and i think that's exactly what's happening again. It's simple development and improvement and i think we appreciate that when it happens with a beloved product.

To say it again: there is no sim that is perfect right from the start, they are all improved at regular intervals. AMS2 has changed a lot and in my opinion has improved a lot in the now almost four years. and four years is not a long time for a simulation. I am very confident that there will be a lot more improvements to come.

But haters gonna hate, right?
No hate here. Just facts.

I always criticised Renato for the same issues in their sim and he always defended their 'choices' just because he was not honest enough to share he had absolutely no idea about how to make the madness engine work decently.

Now finally they have a better understanding and are gradually addressing the problems present from day one admitting how bad it was before from simulation standpoint.

Better late than never...
 
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So all games are “simcade” essentially due to the level of puddle simulation not being up to scratch. Glad we’ve sorted that out then.

You well know that is just one example of how dynamics can improve realtime. ;)

How about overcast rainy day and water streaming from the roof gutters.
I am sure you get that in some other game genre however canned better then nothing.

It is like aquaplane this is a canned effect not dynamics.
Hope in my lifetime to see otherwise.
 
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Can you elaborate on this a bit. I think this rings true. I like the new change to the tyres and noticed the F-V12 had quite an improvement, but these changes I still think can go further, but I definately get the impression not everyone is playing the same game and thats rather intriguing. What observations or conclusions did you come to from this? What was causing some people to see completely different results in their BETA testing of your mods?

tbh, I also find too many "everything's perfect, nothing to see here" people at the official forums with their incessant dislikes and disagree emoticon responses to criticism without counter points. But luckily , not everyone is like that and obviously some criticism is getting through or else we wouldn't get these tweaks. Hopefully more are no the way.
There is plenty of negative feedback in the official beta forums, it is not all sunshine and rainbows. And reiza have been very positive about making changes according to this feedback.

One recurring theme I am picking up from this thread without going too deep into it is that some people are trashing AMS2 tyres and handling compared to their favourite sims or other sims they play. Shouldn't it be compared to reality and not other sims?

No matter how good a sim handles it is still a digital interpretation of real life and will never be spot on.

Different sims have had opposing feedback from real life drivers. It is never going to be be accurate, it just has to be plausible.

There also is this attitude that if a sim is easy to drive fast and is not punishing enough then it also cannot be accurate.

Many real life race drivers have said that the cars they race are not difficult to control but the real skill is finding those last few tenths. Generally race cars are not built to be hard to control, this has been established over time by real life racers. I don't know where the concept of a car in a sim that is too easy to control must be simcade has come from. Hard to be fast yes, maybe harder to keep pointing in the right direction on the limit, yes, but it is harder for us to know where that limit is with less feel through the seat of our pants.

I think a lot of simmers are just used to the physics from their favourite sim and base their opinions on that.

AMS2 certainly started off as an ugly duckling in the physics department but Reizas tenacity to keep improving it to be plausible is to be commended. To me now it feels very good and what i think is believable in the cars I have driven even though with the latest update I have only driven the newer models that have had these last tread adjustments. I think Renato mentioned not all cars have had the latest tread updates so there may ell be come to come in this department.

My 2 cents worth.
 
Premium
Note-I don't disagree with the above post, In fact I think game bias is the main contributing factor in these conversations

My only concern with quoting professional race drivers stating driving race cars isn't hard, is that they are professional drivers, who have shown some ability which has then been nurtured over decades so they can reach the highest level available to them in their field.

Of course it shouldn't hard for them, and if it were, they would likely die before very long.

That's not us. We are plebs with plastic wheels.
 
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There is plenty of negative feedback in the official beta forums, it is not all sunshine and rainbows. And reiza have been very positive about making changes according to this feedback.

One recurring theme I am picking up from this thread without going too deep into it is that some people are trashing AMS2 tyres and handling compared to their favourite sims or other sims they play. Shouldn't it be compared to reality and not other sims?

No matter how good a sim handles it is still a digital interpretation of real life and will never be spot on.

Different sims have had opposing feedback from real life drivers. It is never going to be be accurate, it just has to be plausible.

There also is this attitude that if a sim is easy to drive fast and is not punishing enough then it also cannot be accurate.

Many real life race drivers have said that the cars they race are not difficult to control but the real skill is finding those last few tenths. Generally race cars are not built to be hard to control, this has been established over time by real life racers. I don't know where the concept of a car in a sim that is too easy to control must be simcade has come from. Hard to be fast yes, maybe harder to keep pointing in the right direction on the limit, yes, but it is harder for us to know where that limit is with less feel through the seat of our pants.

I think a lot of simmers are just used to the physics from their favourite sim and base their opinions on that.

AMS2 certainly started off as an ugly duckling in the physics department but Reizas tenacity to keep improving it to be plausible is to be commended. To me now it feels very good and what i think is believable in the cars I have driven even though with the latest update I have only driven the newer models that have had these last tread adjustments. I think Renato mentioned not all cars have had the latest tread updates so there may ell be come to come in this department.

My 2 cents worth.
Agree on everything.
The problem seems to be that these posts here at RD are the biggest and ultimate collection of b..thurt elements who, not getting enough attention to their ego on Reiza's forum, keep coming here to dump their toxicity over and over and can't move on for good if what Reiza is doing is not of their satisfaction.
Now the new frontier: with AMS2 picking up users, they even seem to be willing to take credits on them for whatever improvements Reiza made trying to convince everyone that their nonsense and toxicity had a role in convincing Reiza to do or not to do something.
Their egos are so big the walls in this chat room are bending out cause they can't contain them...
 
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Now I finally realise that guys like Durge and Andrew are all about puddle simulation instead of sim racing. Everything else is just simcade
Realtime dynamics for me.

That was my answer stop twisting things and win brownie points with your mates. No matter what Andrew says I still hear that as personal attack. lol

Realtime Dynamics is what seperates hardcore from the rest for ME ...you I could not care less, only ever me my comments are about me. :)

Yes and puddles is one thing that could be made dynamic, well gee there is a thought you would think you might get oh good idea, never thought of that.

So you could play strategy right ?
"Do I stay out on wets and try to cool them or come in for inters / slicks " ?
I see it all the time real life.

Oh forget it no use talking to you. ;)
 
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Premium
for what its worth, My interpretation of simcade is where a deliberate decision has been made in the game design to ignore real world modelling in order to provide a gameplay mechanic (like gravity or damage or traction in Forza Horizon)

This does not include different interpretations of real world aspects, nor where the developer failed for one reason or another to exactly replicate the real world aspect they were going for, or where the scope was outside the games design, be that puddles or atmospheric conditions affecting the air/fuel mixture.

And lets be straight up here, all games, no matter how hardcore the customer base wants them to be have differing interpretations, miss the mark on multiple items, and cant cover the full scope of what they are attempting to simulate.

So, To that end, AMS2 definitely sits in the Sim category.
 
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for what its worth, My interpretation of simcade is where a deliberate decision has been made in the game design to ignore real world modelling in order to provide a gameplay mechanic (like gravity or damage or traction in Forza Horizon)

This does not include different interpretations of real world aspects, nor where the developer failed for one reason or another to exactly replicate the real world aspect they were going for, or where the scope was outside the games design, be that puddles or atmospheric conditions affecting the air/fuel mixture.

And lets be straight up here, all games, no matter how hardcore the customer base wants them to be have differing interpretations, miss the mark on multiple items, and cant cover the full scope of what they are attempting to simulate.

So, To that end, AMS2 definitely sits in the Sim category.
Most rational definition I heard yet.
 
That was my answer stop twisting things and win brownie points with your mates. No matter what Andrew says I still hear that as personal attack. lol

Realtime Dynamics is what seperates hardcore from the rest for ME ...you I could not care less, only ever me my comments are about me. :)

Yes and puddles is one thing that could be made dynamic, well gee there is a thought you would think you might get oh good idea, never thought of that.

So you could play strategy right ?
"Do I stay out on wets and try to cool them or come in for inters / slicks " ?
I see it all the time real life.

Oh forget it no use talking to you. ;)

Okay we leave Andrew our of it. I mentioned Andrew because he didn't explain why Automobilista 2 is a simcade according to him, and since the two of you always seemed to agree that Automobilista 2 is a simcade, I concluded that we finally had an complete answer: puddles! But okay, let's be fair; you're the one and only puddle man!

Come on guys, didn't you get it? My point was of course that it's ridiculous to create a negative atmosphere in every single Automobilista 2 newspost. I tried to make a fun twist out of it. Just enjoy whatever you like and let others do so too. But please stop the toxic nonsense about nothing constantly in every single Automobilista 2 newspost. It's repetitive and it doesn't bring anything constructive.
 
The problem about discussing sim/simcade/arcade is that everyone has a different interpretation, thus even if people would agree when discussing, their choice of term can and often does lead to disagreements. If only there was a clear definition endorsed by, say, a leading online platform in the genre, ambiguity could be at least reduced.
 
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Premium
No hate here. Just facts.

I always criticised Renato for the same issues in their sim and he always defended their 'choices' just because he was not honest enough to share he had absolutely no idea about how to make the madness engine work decently.

Now finally they have a better understanding and are gradually addressing the problems present from day one admitting how bad it was before from simulation standpoint.

Better late than never...
But what else could he honestly have said? "Sorry guys, but we don't really understand the Madness Engine, let's see what happens if we tweak it a bit here and there." That would have been an absolute disaster from a marketing point of view and even more people than at the beginning would have given the product absolutely zero chance. Everyone who wants to sell something tries to sell and present their product with the best words, that's the ABC of advertising. Every sim dev does it. And please don't come up with the argument that they should have used a different engine. This was a conscious and deliberate decision on the part of Reiza and it is pointless to continue discussing it at this point. It is what it is and in my opinion it was a good decision, even though I was not a friend of Pcars 2.
 
Does realtime dynamics include interactions between track surface temp on tires? Does it include grip issues depending on the wet saturation on track especially puddles conditions.....??

Is this simulated in rF2? When was the first one introduced in rF2? 2022 or was it 2023? -》 thus, it becomes gradually a real sim and it was simcade before...or still simcade cause there are surely other factors neglected? :)

Think I will give both a go later the day. Enjoy the differences and just have fun with what I get so far.
 
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